Development > Artwork
Skeletal Animation Practice
Destructavator:
While Migel is working on the textures, one thing I've put a little time into is practice with making skeletons and animating different poses.
I think I've almost got it right - in these examples the left arm hasn't been rigged yet, and the fingers (which this modified version has) are also not rigged, just one solid single piece so far, but I've already got a few basic poses starting to work.
I've still got a few verts that need to go in different groups so they attach to the proper bones, also a few other adjustments, but this one's coming out much better than the previous attempts I've made - the past tries resulted in verts and faces flying all over and looking very messed up.
I also had to add a few verts here and there so the joints would work right.
This one's really just practice, until the textures and final models are ready.
Blender also includes an automatic segmentation feature for bones, so the spine in the back will curve realistically as if it were many vertebrae bones and not just a few rigid long bones - I'm still working on that bit though.
Destructavator:
Got it!
The fingertips came out just a little funny, but for the most part I can now pose the model in almost any normal, common position.
vedrit:
Cant help but say it. The pose looks great, good job. But my focus on details is making me say, for the hands, either have them in fists, curved in a little, or tight together.
I know, its just practice. Use Windows movie maker to make a quick clip, if ya want to show us an animation
Mattn:
great - so you can animate the models on your own.... ;) go for it :D
Destructavator:
Well, here's a quickie Xvid AVI, just three seconds long, of the soldier gripping a pistol, kneeling, and aiming with it, I had to scale the pistol to fit the fingered hands, but it works!
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